**Class Abilities**
Rage (Quick-Tempered, Wooden Rage) - F Requirements You aren't fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier (2). While you are raging:
• You deal 6 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
• Reduce your Speed by 10 feet, as the bark plates covering your body are a hinderance to mobility. This speed reduction can’t be overcome by any means, though it can be offset by speed increases.
• You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute.
[b]Ligneous Instinct]
Your rage is powered by the steady growth of the natural world, from the blossoming of flowers to the cultivation of vegetables and the towering, imposing might of the grandest trees. You might be descended from powerful druids or dryads, been exposed to powerful primal magic, or been transformed by the resurgence of the Plane of Wood. As you unleash your rage, your flesh becomes covered in woody growths, which spread like bark across your body.
Anathema
Despoiling nature and killing plants unnecessarily is anathema to your instinct. Defending yourself against plant creatures or hazards is not.
**Class Feats**
Raging Thrower
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Intimidating Strike (Emotion, Fear, Mental)
Kal's blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
**Multiclass Feats**
Viking Dedication
Corsairs spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. Kal gains the Additional Lore general feat for Sailing Lore and Warfare Lore.
When using his land Speed, Kal ignores difficult terrain from shallow water, such as in bogs or on beaches. In addition, if you roll a success on an Athletics check to Swim, you get a critical success instead.
**Ancestry Feats**
General Training
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
**Skill Feats**
Specialty Crafting (Weaving)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially.
Quick Jump
Kal can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).
**General Feats**
Shield Block - R While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
**Mythic Feats**
Guardian's Calling
Your instinctive urge is always to protect others, pushing back aggressors and doing everything in your power to prevent them from harming your allies and charges. When you attempt to Disarm, Reposition, or Shove an opponent, you can spend a Mythic Point to make the check at mythic proficiency. You can attempt these maneuvers against a creature of any size when performing them at mythic proficiency. The first time each day that you critically succeed on a check to Disarm, Reposition, or Shove an opponent, you regain a Mythic Point.
Edicts place yourself in harm's way to protect your allies or innocent creatures under threat
Anathema retreat from a battle while your allies or innocent bystanders are in danger without taking every reasonable effort to rescue them first
Arms that Cut the Waves
River, lake, sea, or ocean, the water calls to you, and you don't fear its depths. When you attempt an Athletics check to Swim, you can spend a Mythic Point to attempt the check at mythic proficiency. When you would run out of air and begin suffocating, you can instead spend a Mythic Point to hold your breath for 10 more rounds.